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Vacuum Brew Studios

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A member registered Jun 09, 2022 · View creator page →

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agreed on that sound effect ;_; will adjust in the next update!!

Ok! I figured it out, I was able to package the game up correctly such that it can be side-loaded via the web/Playdate account! Thank you so much for pointing this out, it's my first Playdate game so I hadn't figured that part out yet.

How are you doing the side-loading? I've only used the SDK/simulator to side-load, maybe there are other steps I need to do for people to side-load via the web/Playdate account? Either way, I'll make a note in "Install instructions" for now!

I love the generated levels (though once I think I spawned in a wall?), wasn't exactly sure where to go but just the flow of exploring/falling/exploding to jump up, and balancing falls with explosions was a neat concept. The timer made me anxious though XD

Yeah, and then the call would do the password detection in English and such too, a bit restrictive but maybe I can come up with clever solutions sometime?

Will tweak some of the audio stuff for sure! Thanks for playing!

I love Rust! The server was hard to make lol. I will get into the habit of having map-able keys!

Challenging, but extremely fun and fluid controls, pleasing graphics and animation, and nice gameplay, really liked it.

Fun(ny) concept, it did get quickly repetitive, but as a demo of the of the core idea it was cool - I wonder if having a few levels and similar tasks (like regular watering of plants or something) could make it lengthier!

The puzzle concept/gameplay was really fun! A very simple system, but it feels very good.

Awesome music, and fun gameplay! Could see this become longer and longer with more and more trap types if desired to turn into a longer game! It becomes a real timing challenge when trying to avoid the bombs while also having to move to avoid the spikes, nice.

It was fun/funny, chuckled a few times and was delighted!

it's been about 50-50, I'll work on boosting the AI understanding XD thanks for trying!!

yeah! though totally cool to not do that if there are privacy concerns - full disclosure, the call would get passed through Twilio and Deepgram

it understands on-and-off, I should add some keyword boosts for the passwords, or audio search or other fancy stuff, but it usually works either right away, or after several, several tries (definitely had some sessions of just repeating words in the phone XD) thanks for trying it out!!!

The mechanics are really interesting and take some getting used to, it hasn't become second-nature for me yet, but the concept is fantastic! I wonder if gamepad support could help make the controls more intuitive. I think this is the most interesting game I've yet played during the jam!

The art is fantastic, and getting around the level was interesting. It felt a bit more like a sandbox than a game, which is great for game jams, but I imagine taking this engine and making a Metroidvania or a game with level progressions (maybe like Yoshi Story where to progress you have to collect a certain number of fruit in each level) could be a logically next step? Very nice stuff :D

Very polished for a game jam game - looks great, the gameplay was very fun, I liked it!

I played another giant turtle game from this jam too - I think there are more even XD I'll work on the "abandoned barrel" bug after voting ends, I've found a few cases of it ^^'

This is really ambitious - I love the theme/gameplay, and it's really fun to play (although I haven't beat it yet, I am stuck after the 3rd checkpoint! I'm determined to beat it though). Supporting dual-analog stick controls would be amazing. The music is really cool, but adding sound effects would go a long way.

This is really ambitious - I love the theme/gameplay, and it's really fun to play (although I haven't beat it yet, I am stuck after the 3rd checkpoint! I'm determined to beat it though). Supporting dual-analog stick controls would be amazing. The music is really cool, but adding sound effects would go a long way.

Thanks!! A great suggestion I've gotten is to add a "shadow" to help show where a barrel will fall - I agree this would be a key (and pretty easy) improvement :D

Yeah!! After voting ends, we want to add some refinement and this feedback is perfect - I'm thinking maybe having the high-score be seeing how long you last before there are "too many" waste barrels present, and having the barrels fall slowly at first and then faster and faster as time goes on? I also noticed the glitch of "abandoned" barrels getting ignored.. there may be other "bugs" (pun intended) too XD Thanks!!

we didn't get to making "losing" or "winning" states, I might be lazy and say that it's commentary about how there is no winning state XD really nice feedback, will go to town after the locked voting period!

ooooo perfect, a shadow would help a ton thanks!

Thanks! I'm on Ubuntu 20, but I'll figure it out after tomorrow when we can make updates again.

I only managed to test on a handful of browsers/OSs and didn't have much time to debug combos which didn't work. Can I ask what OS you are on, and if the "allow access to microphone" browser pop-up appeared? Would be really useful for me when I go back to debugging after voting ends. Either way, thanks for trying it out!

Definitely wanted to add a bar of text showing the transcription live (or an error), but ran out of time! Can I ask what OS you used? I'll be working on debugging various OS/Browser combos after the voting period and whatnot.

With some fleshing out of sheep classes, this could be a killer addictive mobile game!

The presentation here is fantastic, and I want to try it, but I'm getting a libssl shared library error on Linux (Ubuntu 20 w/ latest libssl-dev).

I think the gameplay is solid, and I love the graphics - the chunkiness reminds me of Atari more than the later generations of pixel art! Only curious, I wasn't able to hear anything, but it looks like you used beepbox (which is a cool new tool I just learned about thanks to this!).

This was very fun to play and hits the combine theme really well! It took a bit to understand all of what was going on, at first I thought one of the nodes was an asteroid so I kept avoiding touching it XD But overall very fun.

Graphics are awesome, very cool tilemaps and parallax scrolling, I love this kind of simple concept which can become a tricky puzzle platformer depending on the level design! Just wish I didn't get booted back to the beginning when I die XD

There is a secret way. To solve the puzzle in the room on the left, you can hit the "j" key, then to solve the puzzle in the room on the right, you can hit the "m" key, and finally once you collect the rope and wood, to solve the puzzle in the central room you can hit the "b" key.

But in terms of design, we were trying to demo the speech thing without much thought for reasonable alternatives. I think allowing the user to pull up a keyboard prompt could solve this.